Measure+to+the+Finish+Content+Analysis

=Board Game Content Analysis=

Measure to the Finish
The board game contains 6 locations that are set distances from each other. The player spins or rolls a die to signify the placement of their piece. They use a plastic ruler to measure the distance in centimeters and then place that piece in that location. If the player spins and the distance makes the player go past the location, they lose their turn. When each player reaches one of the six locations they must pull a card that describes a shortcut or obstacle. The winner is the person that reaches the 6th location first.

The smallest unit of information || able to subtract or add centimeters, estimate distance, criteria of line segments, centimeter is a unit of measure that measures small items || Players record their addition and subtraction of centimeters traveled on chart. The student will need to use their current distant to estimate if their current roll will take them to an exact location or overshoot the location. || Categories of things with a common name and critical attributes || adding, subtracting, locations, distant markers || Hurdle Cards provide obstacles and shortucts involving going back to a previous distance on the path or skip ahead to a distance.
 * ~ Content Type ||~ Content Elements ||~ Game Elements ||
 * ===Facts===
 * ===Concepts===

6 locations to go through to get to the finish line.

The runner game pieces signifys the player's current position || If-Then relationships between concepts || If a person cannot identify a centimeter they will be unable to estimate the measurement of an object in centimeters.
 * ===Principles===

If a person is unable to use a centimeter ruler they will be unable to measure an exact length || The player is given a chance to estimate the distance their piece will travel, before they draw their line segment.

The player must use a centimeter ruler to measure line segments that are a certain length || Step by step actions in a series || When you measure with a ruler, the ruler should be laid flat against the object, one end of the ruler should start on the end of the object and the number that is at the opposite end of the object will be the length of the object. || The player marks the start point with an endpoint. Then uses the ruler to measure the given distance. Finally, the player marks the end of the measurement with an endpoint and the runner piece. || Natural or routine sequences of events || When exact measurements are required, a measuring device is used. || With each roll of the die the student estimates the distant and then skips or measure the distant with the ruler.
 * ===Procedures===
 * ===Processes===

Each player pulls a hurdle card when they reach the location. || Unpredictable happenings || If a measuring device breaks, the learner may have to estimate or use a benchmark.
 * ===Probabilities===

If a student makes a mistake when adding or subtracting centimeters they may end of getting the problem work or have to rework the problem. || The number dice is rolled so that the player knows the distance their piece can travel. Choosing a Hurdle card at every location (a requirement) can send a player closer or farther to the goal. Deciding to measure without estimating the distance can cause a person to pass the location and have to erase their last measured line segment. || The backdrop for all the content || the classroom or science lab use centimeters as a unit a measure for small items || The board is made up of an open area that includes at least 6 numbered locations within some proximity. The players will measure until they reach the finish line. The cards will represent the hurdles that some runners face during a race. || The roles or points of view from which people look at and interact with this content || scientists, students, and teachers || The cardboard runners on stands represent the students who are measuring. ||
 * ===Context===
 * ===Vantage Points===